Update Weblate template from Sphinx templates

This commit is contained in:
Rémi Verschelde
2019-12-17 12:02:05 +01:00
parent 611e2926b5
commit 5bbacb578f

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2019-12-03 10:51+0100\n"
"POT-Creation-Date: 2019-12-17 12:01+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1470,7 +1470,7 @@ msgstr ""
#: ../../docs/about/docs_changelog.rst:211
#: ../../docs/tutorials/plugins/gdnative/gdnative-c-example.rst:350
#: ../../docs/development/compiling/index.rst:2
#: ../../docs/development/compiling/compiling_for_windows.rst:84
#: ../../docs/development/compiling/compiling_for_windows.rst:85
#: ../../docs/development/compiling/compiling_for_x11.rst:85
#: ../../docs/development/compiling/compiling_for_osx.rst:23
#: ../../docs/development/compiling/compiling_for_ios.rst:19
@@ -3035,16 +3035,16 @@ msgstr ""
msgid ""
"The documentation of each class in the :ref:`Class Reference <toc-class-"
"ref>` shows the notifications it can receive. However, in most cases "
"GDScript provides simpler overrideable functions."
"GDScript provides simpler overridable functions."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:198
msgid "Overrideable functions"
msgid "Overridable functions"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:200
msgid ""
"Such overrideable functions, which are described as follows, can be applied "
"Such overridable functions, which are described as follows, can be applied "
"to nodes:"
msgstr ""
@@ -7912,12 +7912,12 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:19
msgid ""
"Anything Godot saves or loads from disk is a resource. Be it a scene (a ."
"tscn or an .scn file), an image, a script... Here are some ``Resource`` "
"examples: :ref:`Texture <class_Texture>`, :ref:`Script <class_Script>`, :ref:"
"`Mesh <class_Mesh>`, :ref:`Animation <class_Animation>`, :ref:`AudioStream "
"<class_AudioStream>`, :ref:`Font <class_Font>`, :ref:`Translation "
"<class_Translation>`."
"Anything Godot saves or loads from disk is a resource. Be it a scene (a ``."
"tscn`` or an ``.scn`` file), an image, a script... Here are some "
"``Resource`` examples: :ref:`Texture <class_Texture>`, :ref:`Script "
"<class_Script>`, :ref:`Mesh <class_Mesh>`, :ref:`Animation "
"<class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :ref:`Font "
"<class_Font>`, :ref:`Translation <class_Translation>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:26
@@ -7950,8 +7950,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:44
msgid ""
"**Built-in**, saved inside the \\*.tscn or the \\*.scn file they're attached "
"to."
"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're "
"attached to."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:46
@@ -7977,8 +7977,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:60
msgid ""
"The switch between built-in and external resources happens when you save the "
"scene. In the example above, if you erase the path \\`\"res://robi.png\"\\` "
"and save, Godot will save the image inside the .tscn scene file."
"scene. In the example above, if you erase the path ``\"res://robi.png\"`` "
"and save, Godot will save the image inside the ``.tscn`` scene file."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:66
@@ -18002,7 +18002,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:292
msgid ""
"For example: include all tracks in animations with names ending in ``\"_Loop"
"\"``, but discard any tracks affecting a `\"Skeleton\"`` which end in ``"
"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``"
"\"Control\"``, unless they have ``\"Arm\"`` in their name::"
msgstr ""
@@ -41315,7 +41315,7 @@ msgstr ""
#: ../../docs/tutorials/math/beziers_and_curves.rst:183
msgid ""
"Before drawing Bezier curves, *tesselation* is required. This is often done "
"Before drawing Bezier curves, *tessellation* is required. This is often done "
"with a recursive or divide and conquer function that splits the curve until "
"the curvature amount becomes less than a certain threshold."
msgstr ""
@@ -47888,7 +47888,7 @@ msgstr ""
#: ../../docs/tutorials/gui/gui_skinning.rst:106
msgid ""
"In the inline help of Godot (in the script tab) you can check which theme "
"options are overrideable, or check the :ref:`Control <class_Control>` class "
"options are overridable, or check the :ref:`Control <class_Control>` class "
"reference."
msgstr ""
@@ -48890,7 +48890,7 @@ msgstr ""
#: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:174
msgid ""
"Rainbow gives the text a rainbow color that changes over time. Its tag "
"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]. ``freq`` is the "
"format is ``[rainbow freq=0.2 sat=10 val=20][/rainbow]``. ``freq`` is the "
"number of full rainbow cycles per second, ``sat`` is the saturation of the "
"rainbow, ``val`` is the value of the rainbow."
msgstr ""
@@ -48973,11 +48973,11 @@ msgstr ""
#: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:211
msgid ""
"Finally, ``env`` is a :ref:`class_Dictionary` of parameters assigned to a "
"given custom effect. You can use `:ref:`class_Dictionary_method_get` with an "
"optional default value to retrieve each parameter, if specified by the user. "
"For example ``[custom_fx spread=0.5 color=#FFFF00]test[/custom_fx]`` would "
"have a float ``spread`` and Color ``color`` parameters in its ` `env`` "
"Dictionary. See below for more usage examples."
"given custom effect. You can use :ref:`get() <class_Dictionary_method_get>` "
"with an optional default value to retrieve each parameter, if specified by "
"the user. For example ``[custom_fx spread=0.5 color=#FFFF00]test[/"
"custom_fx]`` would have a float ``spread`` and Color ``color`` parameters in "
"its ` `env`` Dictionary. See below for more usage examples."
msgstr ""
#: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:217
@@ -55268,52 +55268,51 @@ msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:29
msgid ""
"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property. "
"Click on the new ``VisualShader`` resource and the Visual Shader Editor will "
"open automatically."
"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:35
#: ../../docs/tutorials/shading/visual_shaders.rst:33
msgid ""
"The layout of the Visual Shader Editor comprises two parts: the upper "
"toolbar and the graph itself."
"Click on the new ``VisualShader`` resource and the Visual Shader Editor will "
"open automatically. The layout of the Visual Shader Editor comprises two "
"parts: the upper toolbar and the graph itself."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:40
#: ../../docs/tutorials/shading/visual_shaders.rst:39
msgid "From left to right in the toolbar:"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:42
#: ../../docs/tutorials/shading/visual_shaders.rst:41
msgid ""
"The ``Add Node`` button displays a popup menu to let you add nodes to the "
"shader graph."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:44
#: ../../docs/tutorials/shading/visual_shaders.rst:43
msgid ""
"The drop-down menu is the shader type: Vertex, Fragment and Light. Like for "
"script shaders, it defines what built-in nodes will be available."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:46
#: ../../docs/tutorials/shading/visual_shaders.rst:45
msgid ""
"The following buttons and number input control the zooming level, grid "
"snapping and distance between grid lines (in pixels)."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:48
#: ../../docs/tutorials/shading/visual_shaders.rst:47
msgid ""
"The last icon shows the generated shader code corresponding to your graph."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:52
#: ../../docs/tutorials/shading/visual_shaders.rst:51
msgid ""
"Although VisualShaders do not require coding, they share the same logic with "
"script shaders. It is advised to learn the basics of both to have a good "
"understanding of the shading pipeline."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:56
#: ../../docs/tutorials/shading/visual_shaders.rst:55
msgid ""
"The visual shader graph is converted to a script shader behind the scene, "
"and you can see this code by pressing the last button in the toolbar. This "
@@ -55321,11 +55320,11 @@ msgid ""
"it in scripts."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:62
#: ../../docs/tutorials/shading/visual_shaders.rst:61
msgid "Using the Visual Shader Editor"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:64
#: ../../docs/tutorials/shading/visual_shaders.rst:63
msgid ""
"By default, every new ``VisualShader`` will have an output node. Every node "
"connection ends at one of the output node's sockets. A node is the basic "
@@ -55334,18 +55333,18 @@ msgid ""
"graph, and a menu will pop up."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:72
#: ../../docs/tutorials/shading/visual_shaders.rst:71
msgid "This popup has the following properties:"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:74
#: ../../docs/tutorials/shading/visual_shaders.rst:73
msgid ""
"If you right-click on the graph, this menu will be called at the cursor "
"position and the created node, in that case, will also be placed under that "
"position; otherwise, it will be created at the graph's center."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:77
#: ../../docs/tutorials/shading/visual_shaders.rst:76
msgid ""
"It can be resized horizontally and vertically allowing more content to be "
"shown. Size transform and tree content position are saved between the calls, "
@@ -55353,50 +55352,50 @@ msgid ""
"state."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:80
#: ../../docs/tutorials/shading/visual_shaders.rst:79
msgid ""
"The ``Expand All`` and ``Collapse All`` options in the drop-down option menu "
"can be used to easily list the available nodes."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:82
#: ../../docs/tutorials/shading/visual_shaders.rst:81
msgid "You can also drag and drop nodes from the popup onto the graph."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:84
#: ../../docs/tutorials/shading/visual_shaders.rst:83
msgid ""
"While the popup has nodes sorted in categories, it can seem overwhelming at "
"first. Try to add some of the nodes, plug them in the output socket and "
"observe what happens."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:88
#: ../../docs/tutorials/shading/visual_shaders.rst:87
msgid ""
"When connecting any ``scalar`` output to a ``vector`` input, all components "
"of the vector will take the value of the scalar."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:91
#: ../../docs/tutorials/shading/visual_shaders.rst:90
msgid ""
"When connecting any ``vector`` output to a ``scalar`` input, the value of "
"the scalar will be the average of the vector's components."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:95
#: ../../docs/tutorials/shading/visual_shaders.rst:94
msgid "Visual Shader nodes"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:97
#: ../../docs/tutorials/shading/visual_shaders.rst:96
msgid ""
"Below are some special nodes that are worth knowing about. The list is not "
"exhaustive and might be expanded with more nodes and examples."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:101
#: ../../docs/tutorials/shading/visual_shaders.rst:100
msgid "Expression node"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:103
#: ../../docs/tutorials/shading/visual_shaders.rst:102
msgid ""
"The ``Expression`` node allows you to write Godot Shading Language (GLSL-"
"like) expressions inside your visual shaders. The node has buttons to add "
@@ -55408,18 +55407,18 @@ msgid ""
"located under the Special tab and can be used in all shader modes."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:114
#: ../../docs/tutorials/shading/visual_shaders.rst:113
msgid ""
"The possibilities of this node are almost limitless you can write complex "
"procedures, and use all the power of text-based shaders, such as loops, the "
"``discard`` keyword, extended types, etc. For example:"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:121
#: ../../docs/tutorials/shading/visual_shaders.rst:120
msgid "Fresnel node"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:123
#: ../../docs/tutorials/shading/visual_shaders.rst:122
msgid ""
"The ``Fresnel`` node is designed to accept normal and view vectors and "
"produces a scalar which is the saturated dot product between them. "
@@ -55427,11 +55426,11 @@ msgid ""
"``Fresnel`` node is great for adding a rim-like lighting effect to objects."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:131
#: ../../docs/tutorials/shading/visual_shaders.rst:130
msgid "Boolean node"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:133
#: ../../docs/tutorials/shading/visual_shaders.rst:132
msgid ""
"The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to "
"represent ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. "
@@ -55439,11 +55438,11 @@ msgid ""
"click."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:140
#: ../../docs/tutorials/shading/visual_shaders.rst:139
msgid "If node"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:142
#: ../../docs/tutorials/shading/visual_shaders.rst:141
msgid ""
"The ``If`` node allows you to setup a vector which will be returned the "
"result of the comparison between ``a`` and ``b``. There are three vectors "
@@ -55452,18 +55451,18 @@ msgid ""
"value, i.e. ``0.00001``), ``a > b`` and ``a < b``."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:151
#: ../../docs/tutorials/shading/visual_shaders.rst:150
msgid "Switch node"
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:153
#: ../../docs/tutorials/shading/visual_shaders.rst:152
msgid ""
"The ``Switch`` node returns a vector if the boolean condition is ``true`` or "
"``false``. ``Boolean`` was introduced above. If you convert a vector to a "
"true boolean, all components of the vector should be above zero."
msgstr ""
#: ../../docs/tutorials/shading/visual_shaders.rst:161
#: ../../docs/tutorials/shading/visual_shaders.rst:160
msgid ""
"The ``Switch`` node is only available on the GLES3 backed. If you are "
"targeting GLES2 devices, you cannot use ``switch`` statements."
@@ -58333,11 +58332,11 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/index.rst:2
msgid "VR Starer tutorial"
msgid "VR starter tutorial"
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:4
msgid "VR Starter Tutorial Part One"
msgid "VR starter tutorial part 1"
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:11
@@ -58609,7 +58608,7 @@ msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:109
msgid ""
"If the VR system supports room tracking, then the :ref:`ARVRCamera "
"<class_ARVRCamera>` node may be offset on the X and Z axises as the player "
"<class_ARVRCamera>` node may be offset on the X and Z axes as the player "
"moves."
msgstr ""
@@ -59307,7 +59306,7 @@ msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:700
msgid ""
"First this function gets the axises for the trackpad and the joystick and "
"First this function gets the axes for the trackpad and the joystick and "
"assigns them to :ref:`Vector2 <class_Vector2>` variables called "
"``trackpad_vector`` and ``joystick_vector`` respectively."
msgstr ""
@@ -60168,7 +60167,7 @@ msgid ""
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:4
msgid "VR Starter Tutorial Part Two"
msgid "VR starter tutorial part 2"
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:11
@@ -60858,9 +60857,9 @@ msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:526
msgid ""
"Once all of the :ref:`Raycast <class_Raycast>`s in the ``raycast`` variable "
"have been iterated over, we then play the shotgun shot sound by calling the "
"``play`` function on the ``shotgun_fire_sound`` variable."
"Once all of the :ref:`Raycast <class_Raycast>`\\s in the ``raycast`` "
"variable have been iterated over, we then play the shotgun shot sound by "
"calling the ``play`` function on the ``shotgun_fire_sound`` variable."
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.rst:528
@@ -64404,7 +64403,7 @@ msgid "Then, from your script:"
msgstr ""
#: ../../docs/tutorials/plugins/android/android_plugin.rst:274
#: ../../docs/development/compiling/compiling_for_windows.rst:211
#: ../../docs/development/compiling/compiling_for_windows.rst:212
#: ../../docs/development/compiling/compiling_for_android.rst:195
#: ../../docs/development/editor/creating_icons.rst:86
msgid "Troubleshooting"
@@ -68797,9 +68796,9 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:9
msgid ""
"When developing your game, you want to test your game and debug when "
"problems occurr. Godot provides several debugging options and tools which "
"aid your debugging process. There are the debug dropdown options, Script "
"editor debug options, debug project settings, and the debugger."
"problems occur. Godot provides several debugging options and tools which aid "
"your debugging process. There are the debug dropdown options, Script editor "
"debug options, debug project settings, and the debugger."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:14
@@ -68925,7 +68924,7 @@ msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:82
msgid ""
"These are some general settings such as printing the current FPS to the "
"Output panel, the maximum ammount of functions when profiling and others."
"Output panel, the maximum amount of functions when profiling and others."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:88
@@ -69016,14 +69015,49 @@ msgid "Profiler"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:130
msgid "Profiles the performance of any function call in the running game."
msgid ""
"The profiler is used to show why individual frames take as long as they do "
"to process and render."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:133
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:132
msgid ""
"Unlike other debugging tools the profiler does not start automatically. It "
"can be started at any time during gameplay by pressing the start button. You "
"can even start the profiler before opening the game to profile start up "
"performance. It can also be started and stopped while the game is running "
"without losing information from when it was last running. The information it "
"records won't go away unless you click clear, or close the game, reopen it "
"and start the profiler again."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:138
msgid ""
"After starting and stopping the profiler you should see things being kept "
"track of on the left and a graph on the right. The items listed on the left "
"are everything that contributes to frame time, and they should each have a "
"value for time and calls for the current frame you are looking at."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142
msgid ""
"The frame number in the top right tells you which frame you are currently "
"looking at. You can change this by using the up or down arrows, typing in "
"the frame number, or clicking on the graph."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:145
msgid ""
"If you want to add something to your graph, or think it looks too cluttered, "
"you can check and uncheck the box next to an item to add or remove it from "
"the graph."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149
msgid "Network Profiler"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:135
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:151
msgid ""
"The Network Profiler contains a list of all the nodes that communicate over "
"the multiplayer API and, for each one, some counters on the amount of "
@@ -69031,11 +69065,11 @@ msgid ""
"meter that displays the total bandwidth usage at any given moment"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:140
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:156
msgid "Monitors"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:142
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:158
msgid ""
"The monitors are graphs of several aspects of the game while its running "
"such as FPS, memory usage, how many nodes are in a scene and more. All "
@@ -69044,36 +69078,39 @@ msgid ""
"changed."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:147
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:163
msgid "Video Mem"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:149
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165
msgid ""
"Video Mem list the video memory usage of the running game and which resource "
"is using it."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:152
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:168
msgid "Misc"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:154
msgid "Miscellaneous options for debug."
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:170
msgid ""
"Misc is used to identify which control node you are clicking while the game "
"is running. \"Clicked Control\" shows where on the scene tree the node is. "
"\"Clicked Control Type\" tells you what type of node it is."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:157
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:174
msgid "Remote in Scene dock"
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:159
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:176
msgid ""
"When running a game in the editor two options appear at the top of the "
"``Scene`` dock, ``Remote`` and ``Local``. While using ``Remote`` you can "
"inspect or change the nodes' parameters in the running game."
msgstr ""
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:165
#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:182
msgid ""
"Some editor settings related to debugging can be found inside the ``Editor "
"Settings``, under Network>Debug and Debugger sections."
@@ -69676,45 +69713,48 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:13
msgid ""
"`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, "
"version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio "
"caveats\" below or you will have to run/download the installer again.**"
"version 2015 (14.0) or later. VS 2019 is recommended. **Make sure to read "
"\"Installing Visual Studio caveats\" below or you will have to run/download "
"the installer again.**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:17
msgid "MinGW-w64 can be used as an alternative to Visual Studio."
msgid ""
"MinGW-w64 with GCC can be used as an alternative to Visual Studio. Be sure "
"to install/configure it to use the ``posix`` thread model."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:18
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid ""
"`Python 3.5+ (recommended) or Python 2.7+. <https://www.python.org/downloads/"
"windows/>`_"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
#: ../../docs/development/compiling/compiling_for_windows.rst:20
msgid ""
"`SCons <https://www.scons.org>`_ build system. If using Visual Studio 2019, "
"you *must* have SCons 3.1.1 or later."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:21
#: ../../docs/development/compiling/compiling_for_windows.rst:22
msgid ""
"*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD "
"optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:23
#: ../../docs/development/compiling/compiling_for_windows.rst:24
msgid ""
"If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install "
"MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:28
#: ../../docs/development/compiling/compiling_for_windows.rst:29
msgid ""
"If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily "
"install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:39
#: ../../docs/development/compiling/compiling_for_windows.rst:40
#: ../../docs/development/compiling/compiling_for_x11.rst:25
#: ../../docs/development/compiling/compiling_for_osx.rst:19
#: ../../docs/development/compiling/compiling_for_android.rst:37
@@ -69726,25 +69766,25 @@ msgid ""
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:43
#: ../../docs/development/compiling/compiling_for_windows.rst:44
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:45
#: ../../docs/development/compiling/compiling_for_windows.rst:46
msgid ""
"First, make sure to enable the option to add Python to the ``PATH`` in the "
"Python installer. The SCons installer should then detect and use the "
"existing Python installation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:49
#: ../../docs/development/compiling/compiling_for_windows.rst:50
msgid ""
"To check whether you have installed Python and SCons correctly, you can type "
"``python --version`` and ``scons --version`` into a command prompt (``cmd."
"exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:53
#: ../../docs/development/compiling/compiling_for_windows.rst:54
msgid ""
"If the commands above don't work, make sure to add Python to your ``PATH`` "
"environment variable after installing it, then check again. You can do so by "
@@ -69752,23 +69792,23 @@ msgid ""
"the ``PATH``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:61
#: ../../docs/development/compiling/compiling_for_windows.rst:62
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:63
#: ../../docs/development/compiling/compiling_for_windows.rst:64
msgid ""
"If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the "
"list of workflows to install."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:66
#: ../../docs/development/compiling/compiling_for_windows.rst:67
msgid ""
"If installing Visual Studio 2015, make sure to run a **Custom** installation "
"instead of **Typical** and select **C++** as a language there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:69
#: ../../docs/development/compiling/compiling_for_windows.rst:70
msgid ""
"If you've already made the mistake of installing Visual Studio without C++ "
"support, run the installer again; it should present you a **Modify** button. "
@@ -69776,28 +69816,28 @@ msgid ""
"**Repair** option, which won't let you install C++ tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:75
#: ../../docs/development/compiling/compiling_for_windows.rst:76
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:77
#: ../../docs/development/compiling/compiling_for_windows.rst:78
msgid ""
"Godot's source code is `hosted on GitHub <https://github.com/godotengine/"
"godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is "
"recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:80
#: ../../docs/development/compiling/compiling_for_windows.rst:81
msgid ""
"The tutorial will assume from now on that you placed the source code in ``C:"
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:87
#: ../../docs/development/compiling/compiling_for_windows.rst:88
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:89
#: ../../docs/development/compiling/compiling_for_windows.rst:90
msgid ""
"SCons will automatically find and use an existing Visual Studio "
"installation. If you do not have Visual Studio installed, it will attempt to "
@@ -69805,7 +69845,7 @@ msgid ""
"use MinGW, pass ``use_mingw=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:94
#: ../../docs/development/compiling/compiling_for_windows.rst:95
msgid ""
"During development, using the Visual Studio compiler is usually a better "
"idea, as it links the Godot binary much faster than MinGW. However, MinGW "
@@ -69813,53 +69853,53 @@ msgid ""
"below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:100
#: ../../docs/development/compiling/compiling_for_windows.rst:101
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:102
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid ""
"After opening a command prompt, change to the root directory of the engine "
"source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:107
#: ../../docs/development/compiling/compiling_for_windows.rst:108
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:111
#: ../../docs/development/compiling/compiling_for_windows.rst:112
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the -j "
"option to any SCons command you see below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:115
#: ../../docs/development/compiling/compiling_for_windows.rst:116
msgid ""
"When compiling with multiple CPU threads, SCons may warn about pywin32 being "
"missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:118
#: ../../docs/development/compiling/compiling_for_windows.rst:119
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot."
"windows.tools.64.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:122
#: ../../docs/development/compiling/compiling_for_windows.rst:123
msgid ""
"By default, SCons will build a binary matching your CPU architecture, but "
"this can be overridden using ``bits=64`` or ``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:125
#: ../../docs/development/compiling/compiling_for_windows.rst:126
msgid ""
"This executable file contains the whole engine and runs without any "
"dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:128
#: ../../docs/development/compiling/compiling_for_windows.rst:129
#: ../../docs/development/compiling/compiling_for_x11.rst:113
msgid ""
"If you are compiling Godot for production use, then you can make the final "
@@ -69867,7 +69907,7 @@ msgid ""
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:132
#: ../../docs/development/compiling/compiling_for_windows.rst:133
msgid ""
"If you are compiling Godot with MinGW, you can make the binary even smaller "
"and faster by adding the SCons option ``use_lto=yes``. As link-time "
@@ -69875,30 +69915,30 @@ msgid ""
"available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:138
#: ../../docs/development/compiling/compiling_for_windows.rst:139
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:140
#: ../../docs/development/compiling/compiling_for_windows.rst:141
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:144
#: ../../docs/development/compiling/compiling_for_windows.rst:145
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
#: ../../docs/development/compiling/compiling_for_windows.rst:150
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
#: ../../docs/development/compiling/compiling_for_windows.rst:153
msgid ""
"If you need to edit the build commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
@@ -69907,11 +69947,11 @@ msgid ""
"they are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:159
#: ../../docs/development/compiling/compiling_for_windows.rst:160
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
#: ../../docs/development/compiling/compiling_for_windows.rst:162
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit "
@@ -69919,98 +69959,98 @@ msgid ""
"some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:167
#: ../../docs/development/compiling/compiling_for_windows.rst:168
#: ../../docs/development/compiling/compiling_for_x11.rst:36
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:167
#: ../../docs/development/compiling/compiling_for_windows.rst:168
msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:169
#: ../../docs/development/compiling/compiling_for_windows.rst:170
#: ../../docs/development/compiling/compiling_for_x11.rst:41
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:173
#: ../../docs/development/compiling/compiling_for_windows.rst:174
#: ../../docs/development/compiling/compiling_for_x11.rst:46
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:178
#: ../../docs/development/compiling/compiling_for_windows.rst:179
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:182
#: ../../docs/development/compiling/compiling_for_windows.rst:183
#: ../../docs/development/compiling/compiling_for_x11.rst:63
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:190
#: ../../docs/development/compiling/compiling_for_windows.rst:191
msgid ""
"Before attempting the compilation, SCons will check for the following "
"binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:196
#: ../../docs/development/compiling/compiling_for_windows.rst:197
msgid ""
"If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can "
"define the following environment variables to give a hint to the build "
"system::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:203
#: ../../docs/development/compiling/compiling_for_windows.rst:204
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:213
#: ../../docs/development/compiling/compiling_for_windows.rst:214
msgid ""
"Cross-compiling from some Ubuntu versions may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:217
#: ../../docs/development/compiling/compiling_for_windows.rst:218
msgid ""
"You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:225
#: ../../docs/development/compiling/compiling_for_windows.rst:226
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:233
#: ../../docs/development/compiling/compiling_for_windows.rst:234
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:235
#: ../../docs/development/compiling/compiling_for_windows.rst:236
msgid ""
"Windows export templates are created by compiling Godot without the editor, "
"with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:243
#: ../../docs/development/compiling/compiling_for_windows.rst:244
msgid ""
"If you plan on replacing the standard export templates, copy these to the "
"following location, replacing ``<version>`` with the version identifier "
"(such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:249
#: ../../docs/development/compiling/compiling_for_windows.rst:250
msgid "With the following names::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:256
#: ../../docs/development/compiling/compiling_for_windows.rst:257
msgid ""
"However, if you are using custom modules or custom engine code, you may "
"instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:262
#: ../../docs/development/compiling/compiling_for_windows.rst:263
msgid ""
"You don't need to copy them in this case, just reference the resulting files "
"in the ``bin\\`` directory of your Godot source folder, so the next time you "
@@ -70069,7 +70109,7 @@ msgid "*Optional* - yasm (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:29
msgid "Distro-specific oneliners"
msgid "Distro-specific one-liners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:31